Search found 295 matches
- November 26th, 2019, 10:01 am
- Forum: Scripts
- Topic: Simple Backpack
- Replies: 3
- Views: 2481
Re: Simple Backpack
- use "- inventory adjust ..." or the "item.with[...]" tag, not adjust+save+inventory set - You forgot to disable debug on one of the scripts - Don't use player flags to track data for an inventory script. Just make a generic inventory script (or straight up use " generic[size=9] ") and apply the dy...
- November 26th, 2019, 7:26 am
- Forum: Scripts
- Topic: Grappling Hook!
- Replies: 2
- Views: 2332
Re: Grappling Hook!
" .size> == 0: " -> there's an is_empty tag you can use instead of that :D Also that queue-passing-around seems a bit hackish. Don't offhand have a suggestion to replace it but... that's probably not the ideal way. .shot_entities.get[1].as_entity.location> you shouldn't need that "as_entity" there.....
- November 24th, 2019, 2:40 am
- Forum: Scripts
- Topic: Custom Blocks
- Replies: 2
- Views: 2257
Re: Custom Blocks
(This post is in regards to haste https://one.denizenscript.com/haste/62245 ) Suggestion: switch the "is_custom_block" setting to be an item script key. Use like <ITEM.script.yaml_key[is_custom_block]||false> also, probably disable debug on the main script if you're considering it in good enough con...
- November 24th, 2019, 1:41 am
- Forum: Scripts
- Topic: Random Death Messages
- Replies: 7
- Views: 3050
Re: Random Death Messages
Absolutely possible, yes. You can even do the item hover thingy with the advanced formatty tags. (Though to do this, you have to block the message andGoMinecraft wrote: ↑November 24th, 2019, 12:47 amCapture what a player was killed with in PvP, if possible
announce
your own, as the event itself doesn't support fancy-formatted messages).- November 24th, 2019, 1:32 am
- Forum: Drop-In Ready
- Topic: Behr's Interactive Color Palette Command
- Replies: 4
- Views: 3213
Re: Behr's Interactive Color Palette Command
You should update this to the new formatted text systems in Denizen! :D
- November 24th, 2019, 1:17 am
- Forum: Drop-In Ready
- Topic: Chat Pings
- Replies: 2
- Views: 2886
Re: Chat Pings
The ideal resolution is to remove such a plugin, and replace it. Either with a more stable chat plugin, or just a Denizen script :DGoMinecraft wrote: ↑November 23rd, 2019, 11:15 amIf you are using a chat management plugin (VentureChat, for example), it may not work initially!
This is easily resolved.
- November 19th, 2019, 12:28 pm
- Forum: Scripts
- Topic: NPC Skin From URL
- Replies: 0
- Views: 6436
NPC Skin From URL
A drop-in script that works as a Citizens extension to set NPC skins from a direct image URL. (Based on an old script by Mergu of the same concept, but updated/modernized/cleaned for general public usage) Hastebin: https://one.denizenscript.com/haste/64151 <-- Most users, just click here and click "...
- November 11th, 2019, 12:17 pm
- Forum: Scripts
- Topic: Inspect target combat ability
- Replies: 4
- Views: 1986
Re: Inspect target combat ability
- I suppose you mean about the <context.entity.name>. I use it because it returns the custom name of entities, player names and entity types. I never mentioned anything about context.entity.name, wat. If you meant the attack speed where I checked if it was a player being inspected, I used entity.ty...
- November 10th, 2019, 3:05 pm
- Forum: Scripts
- Topic: Inspect target combat ability
- Replies: 4
- Views: 1986
Re: Inspect target combat ability
- Script is a bit long and messy (fallbacks / defines might come in handy here) - For highly repetitive code (like the sub-section of script that's copypasta'd for each item), make a subscript to be ran per item, instead of copypastaspasm. The end result will occupy less than half the file size, and...
- November 8th, 2019, 2:52 pm
- Forum: Issues
- Topic: Clickable Yes/No?
- Replies: 3
- Views: 2414
Re: Clickable Yes/No?
That's not quite possible, as the click is executed on the clientside - you have to write a script that reads whatever the client sends through and executes it as-needed on the server (a chat trigger or command script) - while also bearing in mind that players can send any chat/command they want at ...
- November 7th, 2019, 4:41 pm
- Forum: Issues
- Topic: Clickable Yes/No?
- Replies: 3
- Views: 2414
Re: Clickable Yes/No?
- narrate "Click <element[yes].on_click[yes].type[run_command].on_hover[Click to say yes]>"
Then a chat trigger listening for "yes"
Alternately a command script and similar overall concept.
- November 7th, 2019, 4:39 pm
- Forum: Issues
- Topic: New to denizen, issues assigning WIP script
- Replies: 4
- Views: 2596
Re: New to denizen, issues assigning WIP script
Yes, indentation matters.
To execute a command as a player,
Also, if you haven't already, I'd recommend joining the Discord https://discord.gg/Q6pZGSR
To execute a command as a player,
- execute as_player "mg join"
Also, if you haven't already, I'd recommend joining the Discord https://discord.gg/Q6pZGSR
- November 4th, 2019, 5:19 am
- Forum: Scripts
- Topic: SQL Handler
- Replies: 1
- Views: 1484
Re: SQL Handler
- define pass:"none" ^ that's bad syntax - yaml id:<[id]> set Password:MyPassword ^ for these lines, you should probably include a comment saying to not change the password within the script there, only within the generated config, to avoid risk of people confusing that. You also still have old-sty...
- November 4th, 2019, 5:14 am
- Forum: Scripts
- Topic: Script Queues Control
- Replies: 1
- Views: 1251
Re: Script Queues Control
This script is extremely liable to create problems. Both the generic concept of indiscriminate queue killing, and the wait command within killq.
Also the list command is pretty wtfy. Why is it one queue ID per narrate? Just ... stick em all together in tag.
Also the list command is pretty wtfy. Why is it one queue ID per narrate? Just ... stick em all together in tag.
- November 4th, 2019, 5:10 am
- Forum: Scripts
- Topic: Player Ping Command
- Replies: 1
- Views: 799
Re: Player Ping Command
"
When would this ever happen? It shouldn't.
In fact I do believe it is impossible.
- if <def[ping]> == null:
# Very rare case, but can happen.
"When would this ever happen? It shouldn't.
In fact I do believe it is impossible.
- November 4th, 2019, 5:08 am
- Forum: Scripts
- Topic: Broadcast Command
- Replies: 1
- Views: 706
Re: Broadcast Command
Including the "permission message" node is redundant if you're leaving it at the default.
Also that long at the end can just be
Also that long at the end can just be
<context.raw_args.parse_color>
- November 4th, 2019, 5:07 am
- Forum: Scripts
- Topic: Auto Server Restart
- Replies: 1
- Views: 793
Re: Auto Server Restart
This is very similar to a sample script in the guide: https://guide.denizenscript.com/guides/background/denizen-capability.html#what-can-a-normal-user-do-with-denizen With a notable difference that you included save instructions, which is actually considered erroneous to include. The server saves it...
- October 21st, 2019, 9:22 pm
- Forum: Trash
- Topic: Aurora Gaming is hiring!
- Replies: 1
- Views: 3517
Re: Aurora Gaming is hiring!
Then it doesn't belong in the paid hiring section, does it?This is not a paid hiring job,
- September 27th, 2019, 5:43 pm
- Forum: Issues
- Topic: Stopping a sign from breaking
- Replies: 1
- Views: 2360
Re: Stopping a sign from breaking
(Moved to issues section)
You basically have to listen to *every* applicably event (player breaks block, entity explodes, ...) and for that matter listens to the block *below* the sign breaking as well.
You basically have to listen to *every* applicably event (player breaks block, entity explodes, ...) and for that matter listens to the block *below* the sign breaking as well.
- September 25th, 2019, 1:58 pm
- Forum: General Denizen-Bukkit
- Topic: The Denizen Editor (VS Code Extension)
- Replies: 5
- Views: 3495
Re: The Denizen Editor (VS Code Extension)
You need .NET Core 3.0+ installed on the Linux server.